Let's Play Every Final Fantasy Game In Order Of Release [Now Finished: Final Fantasy Tactics]

Yeah. All this stuff that should shake things up for the setting and redefine everything, and yet it all happens in such a way that, for everyone but our characters, its effect on the world was entirely mistakable for the mundane. We got a new King.(nominally good) and we still have the Church, maybe weaker, but still in a position for Burning at the Stake to be a thing that happens. It's possible that everything basically Went Back To Normal (but maybe nicer).

My first idea of an example was if FF7 had Shinra significance demoting stuff, but it in a way that no one noticed, and then we ended with New Shinra CEO (nicer) and everything just carried on, totally unaware.
 
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Yeah. All this stuff that should shake things up for the setting and redefine everything, and yet it all happens in such a way that, for everyone but our characters, its effect on the world was entirely mistakable for the mundane. We got a new King.(nominally good) and we still have the Church, maybe weaker, but still in a position for Burning at the Stake to be a thing that happens. It's possible that everything basically Went Back To Normal (but maybe nicer).

My first idea of an example was if FF7 had all the Shinra significance demoting stuff, but it in a way that no one noticed, and then we ended with New Shinra CEO (nicer) and everything just carried on, totally unaware.
So... the FF7 that Advent Children thinks we got, essentially, with its claims of things like "Shinra worked with Avalanche to stop the apocalypse and was therefore allowed to continue ruling the world, just in a less obviously evil way"?
 
I was thinking of adding, "Though, that's what Advent Children was, as a separate work and with retcon power instead of people not knowing the truth", yeah.

Edit: Now I'm imagining a "True Account of Things" book coming out as something for AC Rufus to deal with, him having people being like "But this true account says your reaction to getting power was to say you'll rule the world with fear. Could you please explain that?" to him.

Such does apply to Delita too, though in a less extreme way. But, you know, just "What did you actually accomplish or try to do compared to Ramza?", something noted frequently in this tread at this point, as something for Good Kong Delita to have to hear or respond to would be funny.
 
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Now this is what in the technical parlance of writers we refer to as "lying"

I dunno, I think Delita periodically trying to do a grand romantic gesture because he actually fell for Ovelia and Ovelia trying to stab him each time would be a funny dynamic.

please don't tell me the schism was over spelling rather than Ajora's divinity or lack thereof

I mean. There was a historical schism over how many fingers you're supposed to use when making the sign of the cross, so.

Nobody but Ramza and Alma are confirmed survivors and Orran either just magically acquires knowledge of everything that happened to Ramza since last they met or made it all up.

We do know for a fact that Cloud has survived.

...nevermind, you're no Adel. Let the sky fall.

Sure, if you're a COWARD. It's actually perfectly fine for girls to have scary monster battle forms. It has been established.

This is the kind of situation that cries out for a Fallout-style set of ending cards

Tbf, Fallout didn't have ending slides for individual companions until *checks notes* New Vegas, huh.

In F1-2, in particular, companions were very close to what we've got in FFT: fully personable and with their own quests right until they join you, then silent forever (aside from a rare character beat for some of them in F2).

Alternatively, in a piece of historical irony, Ramza and his cohorts are understood as the most notorious examples of the larger trend of post-50 Years War banditry and violence that accompanied the War of the Lions, so Ramza always ends up mentioned in historical textbooks alongside Wiegraf and the Corpse Brigade.

Corpse Brigade stays winning!

The hypothetical prequel most likely will have the same tone as FFT- especially since Ajora is noted to have been a spy.

Spycraft, politics, intrigue, and then Ajora acquired the Virgo Stone. With how Hashmal mentioned that the High Seraph requires a lot of blood to trigger her awakening, Ajora's debut as a prophet is more than likely a ploy to instigate a major war against the Holy Ydoran Empire, and getting Ultima the blood sacrifice needed to wake the Seraph. Ajora being canonized is basically an instance of the man losing the battle, but won the war.

Yeah, I too loved Fullmetal Alchemist.
 
The reason that equipment destruction is cringe and permadeath is not is because you can't prevent destruction the same way you can a character dying. It comes down to the AI deciding to use a rend ability and the RNG deciding that it works, you can't work around it to the same degree as a character falling and you having a time limit to either win or revive them.
I'll propose that equipment breaks are a great ability, actually... on the player's side.

The breaks give the Knight class a very strong identity, in that they're something almost unique to them, being instant-acting physical debuffs that have a permanent effect and cannot be dispelled; Steal can do the same, yes, but Arts of War is better due to being married to a weapon attack, and it just makes the Knight stand out from the other, more damage-oriented classes on the physical side of the job tree. It's so iconic an ability that the stat breaks went on to become staples in many knight-type characters in Final Fantasy entries that followed Tactics. It's an original way to have a physical debuffer that is consistent with the Knight's primarily defensive role as a unit (compared with the Dragoon's offensive role).

The main problem is that, unlike most other Final Fantasy, the enemies in FFT can use the same abilities you have access to, and that you face a multitude of knights over any other enemy type - out of 218 non-unique human units you must fight in the game (yes, really, that's the total amount of generics you face in story battles, just barely above 200), 62 are Knights. (Archers + Black Mages makes up another 64, then the other classes have to split the 90 or so slots left between the thirteen of them, as Bards, Calculators and Dancers have no in-story appearance). And giving the ability to some of the unique named units, like Loffrey, doesn't help.

This is, of course, an easily solved problem, but since my efforts to help people have more fun with a game I love saw me compared to the sort of individuals who destroy people's lives and livelihoods by dragging them into pyramid schemes, I won't elaborate - just trust me when I say that it's a problem that's very easy to solve.

In any case, it's not that the equipment breaks are a bad mechanic, they add tactical depth to the game and help diversify approaches - it's just that it's not a mechanic you should want the players to be facing.
 
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This is, of course, an easily solved problem, but since my efforts to help people have more fun with a game I love saw me compared to the sort of individuals who destroy people's lives and livelihoods by dragging them into pyramid schemes, I won't elaborate - just trust me when I say that it's a problem that's very easy to solve.
ReMixed solves this problem in a simple way: if your equipment is broken you can just buy it again at the Fur Shop, for IIRC half the price. Also Maintenace has received a buff: not only it prevents equipment breaking, it also stops stat lowering and prevents Katans breking when using Iaido.
 
So did Delita do anything with his hang ups on the class system and nobility in general? Or did he pull a very common revolutionary trick of becoming the new boss, same as the old boss? It feels very much like the latter. We don't even get a look at any policies he might have enacted. He's well remembered, so we can at least assume he did an okay job as king, but as has been pointed out, that's not saying much when you brought peace after 50 years of war.
My interpretation is that the man's deal this whole time is that: Common born can be Kings too. That's it. That's his entire reason for doing all this.

Ivalice has been ruled by royal lineage for centuries- the Fifty Year War was instigated because that royal descendant from another country didn't approve of this royal descendant who is in charge of ruling Ivalice. This royal descendant disagreed, naturally, so they go to war.

What he did to be a popular figure in history is unknown, simply because Arazlam never once brought up the details of Delita's actions as a King- we only ever see his path towards it.
 
The problem with Rending is asymmetrical consequences: used by players, it's just an attack with extra effects against particular enemies. It has no effect on future battles. Used by enemies, it's that plus a drain on your resources or even a permanent loss in power in case of unique equipment.

The easy solution is to make it so Rend disables equipment for the duration of the battle, not permanently. No change on player use side, huge change on use against player.

Or I guess you can make it permanent for enemies, too, so Folmarv would face you swordless if you Rended him before, but that's more funny than functional.
 
The hypothetical prequel most likely will have the same tone as FFT- especially since Ajora is noted to have been a spy.

Spycraft, politics, intrigue, and then Ajora acquired the Virgo Stone. With how Hashmal mentioned that the High Seraph requires a lot of blood to trigger her awakening, Ajora's debut as a prophet is more than likely a ploy to instigate a major war against the Holy Ydoran Empire, and getting Ultima the blood sacrifice needed to wake the Seraph. Ajora being canonized is basically an instance of the man losing the battle, but won the war.
That actually reminds me. The reason why Hashmal/"Fulmarv" sacrificed himself is that he realized that the blood sacrifices given to Ajora weren't enough, which is why the stone wasn't activating and Ajora was still asleep.

Imagine that. The whole War of the Lions being used as a blood sacrifice to feed the most powerful demon in existence. The Church certainly didn't start the War, nor did they start the Fifty Years War that lead up to it. But damn if they weren't going to try and take advantage of the bloodshed. The Zodiac conspiracy, striking while the iron was hot, playing both sides and working to keep the flames of war burning hot. Every death, every horror and atrocity inflicted, to create an apocalyptic struggle so large that it would strengthen the High Seraph until she became unstoppable. Even Ramza's own efforts were unknowingly feeding the sacrifice, slowing getting closer to the death of his sister and the destruction of Ivalice as a whole.

But then funny things happen. Ramza's big play at stopping the armies from clashing, the destruction of the dam, caused a big (if temporary) stop in the fighting that the sacrifice was similarly disrupted, causing the ritual to be incomplete. And there are other times when he disrupts Church actions and inadvertently stops further bloodshed from happening. Bandit gangs that would continue to ravage the land get culled, leaving devastated but finally peaceful regions, etc... That's what Hashmal realized after Ramza had basically smashed through everything and Ajora hadn't gotten up yet. Which is why he tried to force it by self-sacrifice. That's why Ajora woke up weak and woozy. She still hadn't fully charged up, allowing Ramza a chance to beat her and force her back into dormancy.

Reminds me of the ending to Dawn of War 1: (spoilers)

Basically, after everything that happens in the game, Captain Gabriel Angelos destroys the stone holding the daemon in it, but in true 40K fashion it's already too late. Having gorged on the death and bloodshed across the planet (Ork invasion followed by Chaos incursion), the daemon is strong enough to survive its prison being destroyed, and taunts the Captain, thanking him for freeing it, and promising to claim them all in the future.

Basically, Ramza manages to do what Gabriel Angelos doesn't and cheat the demons of a victory.
 
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On the mechanics side... this is one of those cases where I'm gonna propose that I think the decisions made were logical at the time, however annoying they might be.

Equipment destruction and theft is countered by a trivial ability you can learn from one of the very first classes you unlock. Yes, it means you have to give up the significant buff of other passives. Worth it for the piece of mind of protecting your unique gear, no? ("but I have to know the fight to know if it's worth equipping!"? No, if you care about the equipment, you keep the ability on and forget about it. This is not such a hard game you have to min/max.)

Similarly, permadeath in FFT is far more forgiving than in original-flavor Tactics Ogre where there was one (1) spell learnable by a class you might not even be capable of getting that could resurrect someone who'd been felled. (The Priest class, only lawful females who had less than 15 kills to their name could be it, and you couldn't buy the spell.) TO still had the death countdown, but FFT adds a very simple way to reset that countdown via the Item command, one that cannot miss.

It isn't necessarily on the designers if a given player is inclined to disregard the tools they've been given - only if the mechanics in question make the game less enjoyable. And the thing is, breaking an opponent's equipment can be a great debuff, stealing can give you things ahead of the curve, and fighting to finish a fight under the pressure of a death timer when you have no rezzers available is exciting!

That isn't to say a game designed in a different way is wrong, or that this way is right, but I think they're coherent within the design of Final Fantasy Tactics' trend of being an extremely fair game. The enemy largely has access to the same skills you do for most of the game. Even the units that have special abilities are still playing by the same basic rules otherwise. Yes, some things aren't quite symmetrical because you have to buy new gear when the foe won't have to, but this is ultimately a matter I'm willing to chalk up to individual taste.

It certainly beats the hell out of Fire Emblem's traditional permadeath at the drop of a hat. (Yeah, I play every FE game that has it in casual mode.)
 
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So, presumably, Delita knew of the Durai papers, but did he ever get a chance to read them? I'm just imagining a moment where Delita is reading and suddenly, "What do you mean Ramza was fighting demons?"
 
Tbf, Fallout didn't have ending slides for individual companions until *checks notes* New Vegas, huh.
I will once again point in the direction of fellow Tactical RPG series Fire Emblem, which had personalized endings including differences if certain associated characters survived but others didn't as far back as at least Gaiden on the NES (couldn't find a script to confirm for FE1). Really, even that much would have been nice for FFT, though I suppose with the ending going for a "did they all die or not?" vibe it would have maybe been out of place.
 
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You know, the Durai Papers are probably just not a huge thing in universe unless there have been demon sightings since. Maybe the Alex Jones of Ivalice jump on them but otherwise they're probably taken with the same pitchers of salt that Procopius' Secret History have about Justinian.
 
IF one counts Vagrant Story as part of Ivalice (I do, but I know some don't), then a good 400 years pass without demons being a problem. Magic is on it's way out, with even more "mundane" monster like Dragons becoming something mythical.

The Dark is still there, waiting, but Ramza's victory bought centuries of freedom for Hume kind from manipulation by Dark forces.
 
So, presumably, Delita knew of the Durai papers, but did he ever get a chance to read them? I'm just imagining a moment where Delita is reading and suddenly, "What do you mean Ramza was fighting demons?"

"I suppose I should read these over to see how damaging they would be if they got out."
"What do you mean my boss was a demon"
*after finishing the papers*
"I am suddenly very glad my bosses are now dead and that Ramza is no longer in Ivalice."
 
I do wonder if in some ways, Ramza killing everyone in Delita's way might've been inconvenient for Delita. I kinda figure Delita's plan would've had him performing some great deed that would earn him the acclaim of the people, or making deals with key figures to back him, something that would give him the power or authority or whatever he would need to lay a strong claim to the throne. But instead of rising to the throne as the clear victor of the war, he's just the one guy who happens to be left. I gotta figure that's its own kind of precarious position. Sure you might not have any major players who can take a swing at you, but you've probably got lots of minor players who can.

I kinda wanna see Delita when he realizes that everyone above him is dead. I figure if you're gonna make a play for the throne, when your opportunity comes you need to act quickly and decisively. I assume Delita had some carefully laid scheme of what that opportunity would be for him, and what he and his allies would do when that time comes, and instead one day during breakfast some messenger comes in and tells him hey Ramza killed like everybody, we need to get the plan in motion three days ago.
 
Well, I expected the end boss to be more... well, more I guess.

That's what you get when you tune your team to slay, and then it turns out the endboss was not aware of his date with destiny and got a massive bender the previous night.


Also, the more I see, the more I think that the 'Vagrant Story isn't in the same world as FFT' WOG is a load of tripe, and that someone at the time got scared to associate it to the FF series due to the entirely different mechanics.


Also I'm still waiting for a remaster, if they have the balls to stop milking the FF7 cash cow for a year.


Anyway, i'm going to join the choir here and recommend VS and Tactics Ogre... maybe the GBA game as well, as it is a prequel of sorts.

God knows I want to write a let's play for VS, but between time and understanding enough of the mechanics, I'm always afraid I wouldn't do the game justice.
 
the more I see, the more I think that the 'Vagrant Story isn't in the same world as FFT' WOG is a load of tripe
This is a very strange statement to me, as there is very next to zero - not exactly zero, as was pointed out to me, but very next to - which suggests a connection exists between Final Fantasy Tactics and Vagrant Story, to my eyes.

Well, other than having the same developing team, and that argument is not going to convince me the two took place in the same universe any more than it would persuade me that "The Goodfather" and "Megalopolis" are supposed to take place in the same universe, which is to say, it wouldn't.

So... what is this "more" you're seeing, that is making you think this? If you feel like that would spoil things, I'd be more than happy to have the conversation in the spoiler thread. Because as far as I'm concerned, the more one knows of those two game, the less sense it'd make to believe they share the same setting.
 
To the people of that time, it must have appeared like Ramza had discovered a blueprint for a nuke that everyone determined and savvy enough can replicate. One that could strike the nobles without too much collateral damage for the peasants who weren't privileged enough to live in the castles and forts.

"Now it falls to you, adventurers, in this our darkest hour, to re-enter the necrohol and discover the heretic's design, the dreaded Project H.A.D.R.I.A.N."

Delita reading the Durai papers isn't a fanfiction I knew I needed until now.

I wish there was time to program a custom spit-take animation for Delita's sprite.
 
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Hear me! The High Seraph Ultima lay slain, and the Lucavi with her. The Heretic Ramza stands victorious, his fate uncertain. King Delita reigns over Ivalice, hands bloody from countless betrayals. And Queen Ovelia lays in blood, last victim of the new King.
Yet my job continues, for the Jobs are unending and call for me.
For this entry we'll talk about the purveyours of fouls arts... (*check notes*) the valiant wielders of great magic of Ivalice, the ones that can wield both destructive and restorative spells.
A bit of history before we go on. The idea of "versatile" caster, one that can use both offensive and defensive/restorative magic, is something the FF series features since the beginning. While their effectiveness varies by the game, their closest incarnation in FFT, the Arithmectician, is noted to be a little bit too strong.
So what does FFTA to bring foward this archetype and not make it too ovepowering? Due to Jobs being tied to each race and wanting to give each race options, FFTA has not one, not two but four casters that can employ both offensive and defensive magic.

The first one we'll see is a great classic of the FF series, the Red Mage. After their absence from FFT (once againg, unless you mod the game) the Red Mage returns as a Job for the Viera race.
A versatile Job through and through, the Red Mage has mediocre HP and MP, ok Attack and Magic, low Defense and Resitance and ok Speed. They can equip hats, clothers, robes, hair ornaments (think Ribbons and the like) and use Rapiers as weapons, a nod to the classic Red Mage using swords.
The spells at their disposal embody the idea of versatility: they get attack spells in Fire, Blizzard and Thunder, healing with Cure, defense with Barrier (Protect+Shell) and status effects with Sleep and Poison. But the ability that sets Red Mages apart is the famous Doublecast: an ability that lets you cast 2 spells with one action. To compensate for the low power of their spells Red Mages can learn the Magic Power+ Support ability. They also have the Catch Reaction ability, though its usefulness is debatable. Now, this being FFTA some combinations possible in previous games (e.g. Doublecast Time or Black Magic) can't be done here since Jobs are race-locked and Vieras don't have access to all Magic. That said Vieras do have access to both Spirit Magic (from the Elementalist, the next Job we'll see) and Summon Magic, and both of those work with Doublecast. Thus a rather potent combination is Summoner/Red Mage (or the opposite), that combines the already strong Summons with the ability to cast 2 of them in the same turn, and what Summons can't do (very little TBH) Red Magic covers. Also the Red Mage has surprising high Attack for a caster, so melee is an option if the situations warrants it.
Tactics A2 changes things around not by much: the stats are kept similar, while abilities shuffle a bit. Red Mages lose access to Barrier, Sleep and Poison, but gain Protect, Shell and Silence. This is tied to the new Green Mage Job, so when you learn one of these abilities (from either Job) you'll have access to them both in the Red Magic and Green Magic skillsets. The MP changes do impact Red Mages a bit less than others, since generally Red Magic has low MP costs, but Doublecast now has to be used more sparingly and Doublecasting Summons becomes challenging. There are ways around this limitation (and we'll see one of them), but you can't just repeat the same FFTA strategies and expect them to work the same.

Next on our list we have another Viera job, the Elementalist. In many ways this Job is similar to the Red Mage: same HP, more MP, same Attack, Defense and Resistance, a bit more Magic and a bit less Speed. Even in equipment we have mostly the same ones: Rapiers, clothes, robes, hats and ornaments. The Elementalist though gets to use shields to help the not exactly stellar defenses.
The interesting part is of course the abilities. Elementalists use Spirit Magic (Elemental Magick in FFAT2), a suite of single-target spells of various elements that often feature a status effect rider; think something like the Ninja's Veils. These spells have low-ish power (about the same as base Black or White Magic), but make up for it by being able to hit otherwise less accessible weaknesses. We start with Fire Whip, a fire spell that can inflict Disable. Then we have the 2 healing spells: Earth Heal is a earth-elemental single target healing spell, while White Flame is fire-elemental and is notably the only AoE the Elementalist has. There's Shining Air (wind element, can inflict Blind), Evil Gaze (dark element, can inflict confuse), Heavy Dust (earth element, can inflict Immobilize) and Sliprain (water element, can inflict Slow). Last there's the "ultimate" spell, Elementalshift, that randomly changes the elemental affinities of the target. This spell in theory is useful, but in practice it's easier to hit a neutral element and rely on the (rather high) status effect chance to pull through. Elementalists have access to the MP Absorb Reaction ability, to recover MP when hit by a spell. Elementalists have nice abilities (and you will need them to access both Summoners and Assassins), though they lack the power and AoE that Summons bring to bear; the relatively low stats don't help, and while Red Mages can lean on Doublecast and Magic Power+ to patch things up the Elementalist doesn't have this option.
FFTA2 has good and bad changes. Let's start with stats: Magic receives a bump, now second only to the Summoner; Attack is decreased, but it's not much of a problem. The main issue is that the Elementalist is now the slowest Viera Job for no discernible reason, being generally outspeed by the likes of Paladins and Defenders. They've also lost the use of robes and shields, again for no reason. OTOH the abilities are buffed a bit: the MP cost has been cut significantly (8 MP for most, 6 MP for Earth Heal and 12 MP for White Flame) and Elementalshift is gone, replaced by Thunderous Roar (lightning element, inflicts Silence). For some reason they've also lost MP Absorb. While the new spell is good, the Speed decrease and the now more limited access to equipment make the Elementalist in FFTA2 less viable in practice, so chances are they will be used only as necessary step to Assassin and Summoner or maybe as secondary Job for Red Mage if you want to try something different.

Coming up next is the Bishop, a Magic-based Bangaa Job. Yep, the physically focused Bangaas have a pure magic Job. The stats are about what you expect: low HP, good MP, low Attack, bad Defense, ok Magic, low Resistance and very low Speed. For equipment there's staves, hats, clothes and robes, standard mage here.
The spells that Bishop can cast are a varied bunch, like the other Jobs we've seen so far: there's damage with Water (AoE), Aero (AoE) and Holy (Single target), healing with Cura, support with Barrier and Dispel, status with Break (petrification, single target) and the odd spell in Judge, that can steal Judgement points from the target. There's also the always useful Half MP as Support ability and the Return Magic Reaction ability Considering that Bishops are the only caster among the Bangaa Jobs this variety is quite good, and being able to use elements outside the usual 3 is useful against monsters with unusual weknesses. Bishop suffer from the slow Speed and the low-ish Magic, at least compared to other mages (they're in line with Red Mages as far as Magic goes); also they lack some useful effects (revival, status removal) and have no good way to get them since they're the only Magic-based Job Bangaas have. Even with these limitations quite useful and provide options other Bangaa Jobs don't, so can carve out their own niche. They're a popular secondary Job on Templars, that have enough Magic to wrok with Bishop spells and appreciate the versatility those spells offer.
In Tactics A2 there are few changes. Judge is gone and replaced by Pilfer, that can steal a piece of Loot at range. To my annoyance the other spells got a cost increase, just to make sure they can't be casted 1st turn without support or things like Half MP. The fact that the Trickster is now a thing though is an indirect buff for the Bishop, since it's a fast Job with good Magic and can make good use of the Bishop's spells. This combination also gives a purpose to the Trickster's Magic, since their own abilities don't benefit from it.

And now it's time for a No Mou Job, the Sage. Now, a question: how you distinguish a caster when almost every other Job for this race is also a caster? Why, you make them also good in melee, that's how. The Sage is the closest to a tank the No Mou have: good HP, very high MP, good Attack and Defense, good Magic (though third-best for the No Mous, they're spoiled for Magic), uncharacteristically low Resistance and dead last in Speed. They can wield Maces, wear hats, clothes and robes for armor and have access to shields, the only No Mou Job to do so.
Abilities are where the Sage shines, with some we have already seen. There's Drain, there the same Water and Aero the Bishop has, there's Raise (AoE healing+revive, and damages undeads to boot) for healing, there Bio for AoE non-elemental damage and Poison, there's Blind, there's Gigaflare for heavy AoE damage and to end thing we have Ultima Blow if you want to destroy something in melee. Sages can also learn the Reflex Reaction ability, that allows them to just evade any normal attack. They have access to the Shieldbearer and Weapon Def+ Support abilities, for even more defensive power. Sages are a Job that can work just by itself; nevertheless it's usually combined with Alchemist (either as primary or secondary) for more status effects and better single target damage. Other combinations include Time Mage, so they can use Haste and patch up their slow Speed, and they can also work with White or Black Magic as secondary. Beastmaster is an option if you want to acquire Blue Magic as well.
Now, Tactics A2. Stats-wise the Sage is now weaker in Attack and Defense, compensated by having now a quite decent Resistance and a slightly better Speed (still slow, just not dead last). Abilities wise the MP costs are for the most part about the same (except for Ultima blow, that got disocunted), so get support if you want to cast. We've lost Drain and more importantly Raise, replaced by new entry Esunaga (Esuna, as AoE) and Scathe (strong range 4 linear AoE). I'd rather like Raise back, but it's not up to me. Still Sages remain a powerful Job, poised more on the caster side now.

Last Job for now is a new entry in FFTA2, the Seer. A Hume Job, the Seer could be described a something like a Red Mage that focus on mid-level magic. Seers have low HP, high MP, predictably low Attack and Defense, ok Magic, very high Resistance and very low Speed. They can equip hats, clothes and robes and use Books as weapons, in the sense that they whack people in the head with them.
Now of course we're here for the abilities. Seers pull from both the White and the Black Mage, with a couple exclusive abilities that tie everything together. Seers have access to mid tier spells: Fira, Thundara, Blizzara, Cura, Raise and Esuna; the same caveat of the Red Mage applies, so you can learn these spells as White/Black Mage and have them automatically unlocked as Seer, even before you can become a Seer. Their exclusive abilities are Recharge, a self-targeting ability that recovers 30MP, and Magic Frenzy. Magic Frenzy lets you cast a spell and follow with a physical attack to every unit targeted by the spell. Magic Frenzy works with White and Black Magic (even with healing spells), some Blue Magic (Quake and Sandstorm IIRC) and Illusions. Yeah, you can teleport-strike every enemy in the field at once. Fun stuff. Also Magic Frenzy sollows the spell with a normal attack, so Dual Wield works here. While High Magic is a very versatile skillset it's often more useful as secondary skillset, with the primary Job usually being some sort of mage (White, Black, Blue or Illusionist). This lets other mages open with Recharge and follow with spells as needed, speeding up MP accumulation and having access to offensive/healing spells and of course Magic Frenzy. A funny build is Illusionist/Seer with Dual Wield, open up with Recharge (or Ether Shell/Choco recharge/other MP gain) and spam Magic Frenzy'd Illusions for magic damage + 2 hits on each enemy. An alternative is using some strong physical Job (Paladin, usually, though Blue Mage also works), again with Dual Wield, and use Magic Frenzy as sort of AoE ranged physical attack; the magic damage here is a bonus. Fun skillset, the rest of the Job is meh.

And here you have it, casters with versatility as focus.
By my count there's 7 Jobs or so to go over, that's going to be 2 posts more likely. 'Till next time.
 
You know, the Durai Papers are probably just not a huge thing in universe unless there have been demon sightings since. Maybe the Alex Jones of Ivalice jump on them but otherwise they're probably taken with the same pitchers of salt that Procopius' Secret History have about Justinian.
Testing them is easy, just check to see if the Zodiac auracite possesses miraculous powers beyond just being iconic relics.

Granted it might resummon the Lucavi, having had enough time to recover (particularly the ones that didnt show up in Tactics), but still, that's a low price to pay for historical accuracy.
 
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